the RN|OSP server has some issues I cannot pin down, which may prevent it from becoming popular. You are welcome to investigate and proposing/making the necessary changes.

1. When connecting for the first time, the current map is loaded twice (first, using baseoa, then using osprn)

2. Some players become disconnected when a new map is loaded (happened to Hoax, happened to myself. In my case, this does not happen every time or for every map). AFAIK, OA provides no useful debug information (does it ever?). It complains about missing shared libraries (osprn/uii386.so and osprn/cgamei386.so), but does so even if everything loads fine. I use the standard v081 linux binary and sv_timeout is "200" seconds.

3. There are some sporadic lags which may be the fault of the server or its connection.

4. Good maps: there never can be enough (especially for 2-4 players). If you can name it, you can claim it ;-)

The games log is 29mb and its only been up a few weeks, is this a normal file size? If not verbose logging could be on and intenstive on the games functionality.

29M Mar 17 19:10 games.log

i also have a mysql cron which causes a couple of spikes every 15 mins. I will be changing from vsp stats to qscore, that will help.

The kick problem is something I've fixed before but can't remmeber how. Is this the client < snaps thingy error? sv_timeout probably helps but it's strange... i sometimes get the issue and after some time it goes away after the map rotation cycles a few times. Dont know if changing the cycle and adding new maps would be related.

ps. thanks for the help creating the map list, its great. ive added it.

Also, on the pink/violet map (dunno the name) you seem to have mg like default but it has 0 ammo, then you have to go through the painstaking process os switching to the shotgun wich, I suppose, is the rightfull default weapon of the map.

Yea, I notice some maps have their own custom things.... i set weapon respawn to 1.5 seconds or something.. it works on every map except the railgun in the central area of the mictourney1 map.. i stand and wait and often get sawed because of the stupid weapon spawn time (which is about 10 seconds)

1. When connecting for the first time, the current map is loaded twice (first, using baseoa, then using osprn)

This _should_ be normal because the server checks client config for cvar out of permitted range : it checks them , eventually modifies them and then (should ?) restarts the client.

TheDoctor wrote:

2. Some players become disconnected when a new map is loaded (happened to Hoax, happened to myself. In my case, this does not happen every time or for every map).

I can confirm this too.

TheDoctor wrote:

It complains about missing shared libraries (osprn/uii386.so and osprn/cgamei386.so), but does so even if everything loads fine.

This happens because u have in your config :

Code::

seta vm_cgame "0"
seta vm_game "0"
seta vm_ui "0"

These settings tell to the client ( and also to server if they're set in a dedicated server config ) when it starts , to load shared libraries VM instead of pk3 VM : when these cvars are zero the client tries first to load shared libraries from known game paths (fs_homepath first , and then fs_gamepath ) and if they're not present , it falls back to default behavior ( vm_cgame="2" vm_game="2" vm_ui="2" ) loading VM from the pk3 - pak0.pk3 in the vanilla OA :

Code::

pak0.pk3/vm/cgame.qvm
pak0.pk3/vm/qagame.qvm
pak0.pk3/vm/ui.qvm

while the shared libraries default placement should be (linux system ; for windows the extension is .dll instead of .so ) :

When a mod is loaded , the shared libraries are searched in the mod dirs - in this case osprn , but for defrag in defrag dir , for cpma in cpma dir ... etc etc.

While it's quietly simple to compile oa vanilla shared libraries ( it's enough catching the modSDK file from the OA svn repo , extracting it , checking Makefile.local and adding BUILD_GAME_SO = 1 , then building with make ) , compiling the shared libraries for a mod it's an impossible mission without having the sources of the mod :)

TheDoctor wrote:

3. There are some sporadic lags ...

I am not sure exactly , but I suppose it should happen because of the (too raw/rude) logging/stats system, but I've noticed that when chicken is connected , the lags - sometimes - become a bit more frequent instead of beeing periodic ( every few minutes ) .

Last edited by Falkland on Wed Mar 18, 2009 3:44 am; edited 1 time in total

but I've noticed that when chicken is connected , the lags - sometimes - become a bit more frequent instead of beeing periodic ( every few minutes )

I thought I imagined this and didnt want to mention it as it sounded stupid How could this possibly happen.. could it be because i have a teminal shell connected to the server?

i dont use seta's in configs (cos i dont want to send shit to ppls configs like all the g_*cvars), but if i change the vm_* cvars from set to seta then this should all connecting clients to 2.

Also many admins dont realise they can bugger up clients configs by putting shit settings in. I done it a few days ago by mistake by reducing server time_nudge and it changed the clients (but only in my mod folder) :D Only a couple of ppl were there and they started complaining their lagometer showed thin lines.. oops a daisy :D

I turned off 125hz sampling and using pmove instead. I think both of these were actually on. I also seen intense logging was on.. now set to id default. just needs /rcon exec osp.cfg to update the settings but ppl are on server right now

I've also put a +set cvar_restart in the startup script to give the config a clean sheet next time the server is restarted

edit: actually the server will need a full restart i think for logging reset.

The map load issue maybe due to a warmup setting. Also, I set a map command (map ztn3tourney1) in the config.. so i guess i should remove this from the map cfg. im not sure.. kinda nooby with osp :D
#
Docs current rotation.

2. Disconnects related to "ERROR: cl.snap.serverTime < cl.oldFrameServerTime". Today, its worse than ever and even reproduceable (rcon map ne_duel). On the client side, I've tried various settings, for instance \snaps 20, \snaps 40, various defaults. Also, due to 4GB of memory, any map loads in less than 5 seconds. If anything, this is to fast for the damn server.

3. Still some lags. I'm not sure for what the underlying machine is actually used besides hosting RN|OSP and clanarena.org, but something is interfering at certain times.

I now vaguely remember having this issue and moving stuff to a single folder did seem to help. I'm sure that's the way it is now. Also, I find this is a common issue when setting up a new server with a new rotation because it only seems to happen when a map is loaded for the first time.

Try increasing cl_timeout a little.

For example, I use the same binary for xbattle, the same happened there at first.. but when i run a single map config on tourney.. noone gets kicked and I even do a map restart.

I do have a couple of cron jobs running for the server browser but I dont get anymore lag issues than I find on other servers. Maybe osp's netcode is more sensitive cos i dont have the issue with other mods.

This code is relative to tremulous (even if there should be not so many differences with ioquake3 or OA ) :

root/src/client/cl_cgame.c @ 54:fe5b5e5d7773

Code::

/*
2 ===========================================================================
3 Copyright (C) 1999-2005 Id Software, Inc.
4 Copyright (C) 2000-2006 Tim Angus
5
6 This file is part of Tremulous.
7
8 Tremulous is free software; you can redistribute it
9 and/or modify it under the terms of the GNU General Public License as
10 published by the Free Software Foundation; either version 2 of the License,
11 or (at your option) any later version.
12
13 Tremulous is distributed in the hope that it will be
14 useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
...

And this should be a file relative to the client VM management , not to the serverside ...

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